148 lines
7.3 KiB
C
148 lines
7.3 KiB
C
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// Taken from https://github.com/jeschke/water-wave-packets
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#pragma once
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#include "constants.h"
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#include <iostream>
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#include <Eigen/Dense>
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using namespace Eigen;
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using namespace std;
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// simulation parameters
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#define PACKET_SPLIT_ANGLE 0.95105f // direction angle variation threshold: 0.95105=18 degree
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#define PACKET_SPLIT_DISPERSION 0.3f // if the fastest wave in a packet traveled PACKET_SPLIT_DISPERSION*Envelopesize ahead, or the slowest by the same amount behind, subdivide this packet into two wavelength intervals
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#define PACKET_KILL_AMPLITUDE_DERIV 0.0001f // waves below this maximum amplitude derivative gets killed
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#define PACKET_BLEND_TRAVEL_FACTOR 1.0f // in order to be fully blended (appear or disappear), any wave must travel PACKET_BLEND_TRAVEL_FACTOR times "envelope size" in space (1.0 is standard)
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#define PACKET_ENVELOPE_SIZE_FACTOR 3.0f // size of the envelope relative to wavelength (determines how many "bumps" appear)
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#define PACKET_ENVELOPE_MINSIZE 0.02f // minimum envelope size in meters (smallest expected feature)
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#define PACKET_ENVELOPE_MAXSIZE 10.0f // maximum envelope size in meters (largest expected feature)
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#define PACKET_BOUNCE_FREQSPLIT true // (boolean) should a wave packet produce smaller waves at a bounce/reflection (->widen the wavelength interval of this packet)?
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#define PACKET_BOUNCE_FREQSPLIT_K 31.4f // if k_L is smaller than this value (lambda = 20cm), the wave is (potentially) split after a bounce
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#define MAX_SPEEDNESS 0.07f // all wave amplitudes a are limited to a <= MAX_SPEEDNESS*2.0*M_PI/k
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// physical parameters
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#define SIGMA 0.074f // surface tension N/m at 20 grad celsius
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#define GRAVITY 9.81f // GRAVITY m/s^2
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#define DENSITY 998.2071f // water density at 20 degree celsius
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#define KINEMATIC_VISCOSITY 0.0000089f // kinematic viscosity
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#define PACKET_SLOWAVE_K 143.1405792f // k of the slowest possible wave packet
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#define PACKET_SLOWAVE_W0 40.2646141f // w_0 of the slowest possible wave packet
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// memory management
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#define PACKET_BUFFER_DELTA 500000 // initial number of vertices, packet memory will be increased on demand by this stepsize
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struct WAVE_PACKET
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{
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// positions, directions, speed of the tracked vertices
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Vector2f pos1,pos2,pos3; // 2D position
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Vector2f dir1,dir2,dir3; // current movement direction
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float speed1,speed2,speed3; // speed of the particle
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Vector2f pOld1,pOld2,pOld3; // position in last timestep (needed to handle bouncing)
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Vector2f dOld1,dOld2,dOld3; // direction in last timestep (needed to handle bouncing)
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float sOld1,sOld2,sOld3; // speed in last timestep (needed to handle bouncing)
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Vector2f midPos; // middle position (tracked each timestep, used for rendering)
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Vector2f travelDir; // travel direction (tracked each timestep, used for rendering)
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float bending; // point used for circular arc bending of the wave function inside envelope
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// bouncing and sliding
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bool bounced1, bounced2, bounced3; // indicates if this vertex bounced in this timestep
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bool sliding3; // indicates if the 3rd vertex is "sliding" (used for diffraction)
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bool use3rd; // indicates if the third vertex is present (it marks a (potential) sliding point)
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// wave function related
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float phase; // phase of the representative wave inside the envelope, phase speed vs. group speed
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float phOld; // old phase
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float E; // wave energy flux for this packet (determines amplitude)
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float envelope; // envelope size for this packet
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float k,w0; // w0 = angular frequency, k = current wavenumber
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float k_L,w0_L,k_H,w0_H; // w0 = angular frequency, k = current wavenumber, L/H are for lower/upper boundary
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float d_L,d_H; // d = travel distance to reference wave (gets accumulated over time), L/H are for lower/upper boundary
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float ampOld; // amplitude from last timestep, will be smoothly adjusted in each timestep to meet current desired amplitude
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float dAmp; // amplitude change in each timestep (depends on desired waveheight so all waves (dis)appear with same speed)
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// serial deletion step variable
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bool toDelete; // used internally for parallel deletion criterion computation
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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};
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struct GHOST_PACKET
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{
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Vector2f pos; // 2D position
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Vector2f dir; // current movement direction
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float speed; // speed of the packet
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float envelope; // envelope size for this packet
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float bending; // point used for circular arc bending of the wave function inside envelope
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float k; // k = current (representative) wavenumber(s)
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float phase; // phase of the representative wave inside the envelope
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float dPhase; // phase speed relative to group speed inside the envelope
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float ampOld; // amplitude from last timestep, will be smoothly adjusted in each timestep to meet current desired amplitude
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float dAmp; // change in amplitude in each timestep (waves travel PACKET_BLEND_TRAVEL_FACTOR*envelopesize in space until they disappear)
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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};
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class Packets
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{
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public:
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// scene
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int m_groundSizeX, m_groundSizeY; // pixel size of the ground texture
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float *m_ground; // texture containing the water depth and land (0.95)
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float *m_distMap; // distance map of the boundary map
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Vector2f *m_gndDeriv;
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Vector2f *m_bndDeriv;
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// packet managing
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WAVE_PACKET *m_packet; // wave packet data
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GHOST_PACKET*m_ghostPacket; // ghost packet data
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int m_packetBudget; // this can be changed any time (soft budget)
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int m_packetNum; // current size of the buffer used for packets / ghosts
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float m_softDampFactor;
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int *m_usedPacket;
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int m_usedPackets;
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int *m_freePacket;
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int m_freePackets;
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int *m_usedGhost;
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int m_usedGhosts;
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int *m_freeGhost;
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int m_freeGhosts;
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// simulation
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float m_time;
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float m_oldTime;
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float m_elapsedTime;
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public:
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EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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Packets(int packetBudget);
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~Packets(void);
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void Reset();
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float GetBoundaryDist(Vector2f &p);
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Vector2f GetBoundaryNormal(Vector2f &p);
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float GetGroundVal(Vector2f &p);
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Vector2f GetGroundNormal(Vector2f &p);
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float GetWaterDepth(Vector2f &p);
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void UpdateTime(float dTime);
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void ExpandWavePacketMemory(int targetNum);
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int GetFreePackedID();
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void DeletePacket(int id);
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int GetFreeGhostID();
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void DeleteGhost(int id);
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void CreatePacket(float pos1x, float pos1y, float pos2x, float pos2y, float dir1x, float dir1y, float dir2x, float dir2y, float k_L, float k_H, float E);
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void CreateLinearWavefront(float xPos, float yPos, float dirx, float diry, float crestlength, float lambda_L, float lambda_H, float E);
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void CreateSpreadingPacket(float xPos, float yPos, float dirx, float diry, float spreadFactor, float crestlength, float lambda_L, float lambda_H, float E);
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void CreateCircularWavefront(float xPos, float yPos, float radius, float lambda_L, float lambda_H, float E);
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void GetWaveParameters(float waterDepth, float w0, float kIn, float &k_out, float &speed_out);
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float GetPhaseSpeed(float w_0, float kIn);
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float GetWaveAmplitude(float area, float E, float k);
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float GetIntersectionDistance(Vector2f pos1, Vector2f dir1, Vector2f pos2, Vector2f dir2);
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bool AdvectPacketVertex(float elapsedTime, Vector2f &posIn, Vector2f &dirIn, float w0, float &kIn, float &speedIn, Vector2f &posOut, Vector2f &dirOut, float &speedOut);
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void AdvectWavePackets(float dTime);
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};
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